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No, it only randomizes them per name: One texture name is replaced by another one, the same one for all instances in the entire map. This could have been done better by randomizing them per linedef - not even sidedef, I mean linedef, because sidedefs typically get compressed so that multiple linedefs reference the same sidedef, to save space. You could uncompress/rebuild all sidedefs according to existing linedefs + the old sidedefs, and randomize non-null texture names in each of the new sidedefs.

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This is awesome! Flat randomization will definitely be good I think. Something I noticed playing Arcadia Demade is that the transparent parts of all masked textures turned black, which killed lots of the views through windows. It might be nice to only substitute masked textures for other masked textures, for levels that depend on having visibility through certain textured lines?

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Examples are common illusio pits, intentionally submerged very thin floors/ceilings to change light level only on floor / only on ceiling, and also this impressive trick. Shame that Memfis's screenshot in the OP no longer works (at least for me), it pictured the trick well.